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authorGermano <germano.costa@ig.com.br>2018-04-16 18:37:14 +0300
committerGermano <germano.costa@ig.com.br>2018-04-16 18:37:14 +0300
commit80bb4254c6fb638cee0d33868c81c76c104817bf (patch)
tree23879d2ea4f9d1e905a2ad90bd83dcbb8aa1fb7e /source/blender/draw/intern
parent3b48a2a72fa7316090da74dcea4a491ee8d93938 (diff)
Fix T54491: Do not avoid the creation of inverted frustum.
Blender allows this. The Cube in the file in the report would always disappear with the non camera view. The clip_end was too small. The correction here is only on the assert.
Diffstat (limited to 'source/blender/draw/intern')
-rw-r--r--source/blender/draw/intern/draw_manager_exec.c20
1 files changed, 10 insertions, 10 deletions
diff --git a/source/blender/draw/intern/draw_manager_exec.c b/source/blender/draw/intern/draw_manager_exec.c
index 147868df310..d37a8a643f9 100644
--- a/source/blender/draw/intern/draw_manager_exec.c
+++ b/source/blender/draw/intern/draw_manager_exec.c
@@ -395,22 +395,23 @@ static void draw_frustum_boundbox_calc(const float(*projmat)[4], BoundBox *r_bbo
bool is_persp = projmat[3][3] == 0.0f;
if (is_persp) {
- near = projmat[3][2] / (projmat[2][2] - 1.0f);
- far = projmat[3][2] / (projmat[2][2] + 1.0f);
- float w_half = near / projmat[0][0];
- float h_half = near / projmat[1][1];
+ float w_half, h_half;
+ near = projmat[3][2] / (projmat[2][2] - 1.0f);
+ far = projmat[3][2] / (projmat[2][2] + 1.0f);
+ w_half = near / projmat[0][0];
+ h_half = near / projmat[1][1];
left = projmat[2][0] - w_half;
right = projmat[2][0] + w_half;
bottom = projmat[2][1] - h_half;
top = projmat[2][1] + h_half;
}
else {
- near = (projmat[3][2] + 1.0f) / projmat[2][2];
- far = (projmat[3][2] - 1.0f) / projmat[2][2];
- left = (-1.0f - projmat[3][0]) / projmat[0][0];
- right = (1.0f - projmat[3][0]) / projmat[0][0];
+ near = (projmat[3][2] + 1.0f) / projmat[2][2];
+ far = (projmat[3][2] - 1.0f) / projmat[2][2];
+ left = (-1.0f - projmat[3][0]) / projmat[0][0];
+ right = (1.0f - projmat[3][0]) / projmat[0][0];
bottom = (-1.0f - projmat[3][1]) / projmat[1][1];
- top = (1.0f - projmat[3][1]) / projmat[1][1];
+ top = (1.0f - projmat[3][1]) / projmat[1][1];
}
r_bbox->vec[0][2] = r_bbox->vec[3][2] = r_bbox->vec[7][2] = r_bbox->vec[4][2] = -near;
@@ -509,7 +510,6 @@ static void draw_clipping_setup_from_view(void)
float h_sq = len_squared_v3v3(mid_min, mid_max);
float fac = (4 * h_sq + b_sq - a_sq) / (8 * h_sq);
- BLI_assert(fac >= 0.0f);
/* The goal is to get the smallest sphere,
* not the sphere that passes through each corner */